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Castlevania: Lords of Shadow

First Hour Review

October 15, 2010 by Nate

Castlevania Lords of Shadow CoverIt's not uncommon for a game's narrative concept to change mid-way through development. Story is just one of many factors that go into a title's creation, after all, and is probably the most malleable. Alterations to the game mechanics from the original plan often crop up during the creation process, and the story is adapted to reflect them. Other times, a new intellectual property will be merged into a proven franchise in order to create instant brand recognition. Before it was a celebration of all things Nintendo, Super Smash Bros. was "Dragon King: The Fighting Game." Star Fox Adventures started out simply as "Dinosaur Planet."

Such is the case for the newest installment in the Castlevania series. Lords of Shadow was originally the title, not the subtitle, and had no real connection to Konami's classic series. It also went through a few of those oh-so-common story adaptations. It was originally pitched as a remake of the original Castlevania's tale of Simon Belmont, but eventually became the series reboot released last week. And a reboot is something many would say Castlevania sorely needed: five attempts at a 3D installment of the series ended with five instances of mediocrity, and it's obvious that some fresh perspective would help, here provided by relatively unknown developer MercurySteam.

The game found its way into my mailbox last week, courtesy of GameFly. I'm a noted Metroid-vania fanatic, though my time with Lament of Innocence a short while ago was largely underwhelming. Does the reboot take the polygonal half of the franchise a step in the right direction?

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Borderlands

Full Review

October 13, 2010 by Mike in Omaha

Borderlands CoverSo it's been a while since I've written about games. It's actually been a while since I've played more than a few minutes of one. A crazy summer of children in the hospital, surgery, putting our dog to sleep after a nasty month-long illness, and planning a family reunion has meant that gaming has taken a back seat to lots of other things the last few months. My wife and I have made a name for the summer of 2010. It is, “The Summer of Suck”.

So that explains where I've been. But what is the reason I'm back? Well, to write a Beyond the First Hour review of course! But what game could be significant enough to get me out of my pitiful stupor of gamelessness? That game would be a little FPS that takes place on a planet called Pandora. That game would be Borderlands.

If you've been around The First Hour long enough, odds are good you've seen me comment on Borderlands, either from my First Hour review of the game, or via the comments section where we've discussed it several times. If you haven't, let me get you up to speed; I really enjoyed it. Ok, sure, that's a bit of a spoiler of the review you're about to read, but at this point in my life, I'm willing to do that. The reason is because the fourth and final DLC installment was just released on Sept. 28th.

I've been waiting for this ever since I finished the 3rd DLC back in March. So enough about me, let's get to the review.

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Civilization V

First Hour Review

October 11, 2010 by Greg Noe

Civilization 5 CoverI have a long history with the Civilization series, I was first exposed to it when reading Nintendo Power magazine while they pushed the original’s Super Nintendo release for months on end. The game seemed unlike anything I had ever played before, particularly on a console. I read and re-read their strategy articles trying to wrap my head around what this game was exactly supposed to be.

I never had the opportunity to play the original Civilization, but it wasn’t long until the second game fell into my lap, and there went my next few summers. The depth of Civilization II was incredible. Every game I played was challenging and had its own fun quirks. I loved the multiple paths to victory and the differences between each civilization. I really liked the early turns in each game before the game seemed to get bogged down in city management and what felt like watching all the other civs take their turn forever.

After Civilization II it was Alpha Centauri, the game I believe to be the pinnacle of strategy gaming and easily the best “Civilization” game in the series. Alpha Centauri can be described simply as Civilization II in space, but it’s really so much different. You have the ability to create your own units and civilizations are instead broken up by ideological factions, which turns everything on its head.

Civilization III was released and I jumped on it, but it just never felt right to me. I had invested way too much time into Civ II and Alpha Centauri and anything that deviated from those games made me angry. I gave up on III and went back to my old standbys. This might have been for the best, however, as Civilization IV was released when I was in college, and playing that might have been a disaster!

So here we are with Firaxis’ latest entry in the series, Civilization V. I’ll admit, I’m intrigued. I haven’t seriously played the series in a decade, but every time Sid Meier slaps his name on a game, I’ll at least give it a try. So let’s give it a shot, here is Civilization V’s first hour played from the free Steam 100-turn demo.

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Professor Layton and the Unwound Future

Full Review

October 08, 2010 by Greg Noe

Professor Layton and the Unwound Future CoverHere we are back for the third year in a row with another Professor Layton game. The series has definitely become an annual event that I look forward to as the games are enjoyable to play and chock full of challenging puzzles. I’ve compared the Professor Layton series to the Phoenix Wright series before, as both sets of games offer unusual types of gameplay on an annual basis. But some other similarities are starting to creep in, and that’s the feeling of staleness.

The series hasn’t evolved a lot in three games, this isn’t necessarily a bad thing as the puzzles are great and the stories always intriguing, but it’s starting to feel like I’m playing expansion packs instead of brand new games. I awarded the first game, Curious Village, a 9/10 and its sequel, Diabolical Box, an 8/10, and I’m about to hand out a 7/10 to Unwound Future. I put a lot of value in mixing things up and trying something new, and the Professor Layton series just isn’t going anywhere. This isn’t to say I didn’t enjoy my 20 hours with Unwound Future, but I’d really love for something more.

If this is your first Professor Layton game, you can expect a point and click style story-driven game with tons of unrelated puzzles to keep you interested. There isn’t any prior knowledge required to play Unwound Future, so it’s definitely a series someone can jump into at any point. Here’s my full review of Professor Layton and the Unwound Future. If you’re curious, I also have a half-hour handheld review up too.

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Castlevania: Lament of Innocence

First Hour Review

October 06, 2010 by Nate

Castlevania Lament of Innocence CoverI'd never really paid much attention to the Castlevania series until Dawn of Sorrow was featured during the early days of the Nintendo DS. I was a bit hesitant to purchase the game, writing off the series' gothic style as that of a poor horror game. But in late 2005, I ventured into Castlevania for the first time and found its undead denizens too charming to slay just once. I've returned to see Lord Dracula and his wacky friends eight times since then, and enjoyed every visit.

Having played every modern "Metroidvania" since then (besides the recently-released Harmony of Despair, focused on online multiplayer), I realized I hadn't yet spent any time in a polygonal version of Drac's realm. The impending release of franchise reboot Lords of Shadow encouraged me to stop by the local game store and check the ten-and-under bin for anything Castlevania. The various entries on the Nintendo 64 and PlayStation 2 systems have received mixed reviews, but I'm willing to take a chance on a bargain title in one of my favorite franchises.

My excursion to GameStop ended with my wallet ten dollars lighter and a copy of Castlevania: Lament of Innocence added to my collection. I've spent sixty minutes in the demon castle. How did this latest visit fare?

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Final Fantasy XIV Beta Impressions

Blog Post

October 04, 2010 by Steve

Ff14 CoverWithout question, Final Fantasy XI deviated strongly from MMO traditions and norms. In doing so, it managed to greatly polarize the community. By moving at a slow, calculated pace throughout (even for an MMO) and requiring players to rely on others to accomplish the most simple goals, many players were forever turned off, including Greg and myself. Past level 15, players required a party to do any sort of leveling. Many damage-dealing classes were simply not wanted and sat in the main city for hours until they could find a group, while tanks, healer and support classes were welcomed into parties within seconds. The economy was absolutely broken, with incredible inflation stemming from gil selling and the gap between rich and poor players. Farming for money (outside of instanced colliseum-style fights) consisted of sitting at rare spawn locations for hours along with the other farmers and bots, just hoping that you manage to attack the monster before anyone else and then praying that it would drop what you wanted. Simply put, the game had a lot of glaring problems that pushed people away.

Years after its original Japanese and subsequent North American release, FFXI began changing significantly, modifying nearly everything and adding features to appear more tempting to the average gamer, especially once under the shadow of MMORPG behemoth World of Warcraft. FFXI has always enjoyed a degree of success, as a profitable long-running MMO with a stable user base. However, it has not gained significant market share either. By hearing customer feedback for the past few years as well as observing current MMO trends, Square-Enix is surely hoping that they'll be able to grab more of that growing market with Final Fantasy XIV. But how much have things really changed? Have they fixed the basic and more complicated issues that people had with XI? I was genuinely curious and tried out the beta for just this reason. Here's what I've found...

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Final Fantasy Crystal Chronicles: The Crystal Bearers

First Hour Review

October 01, 2010 by Nate

Final Fantasy Crystal Bearers CoverIt's almost expected these days that a Final Fantasy game will be announced long before it ever hits store shelves. 2010's Final Fantasy XIII was first made public nearly four years before anybody outside of Japan got their hands on the final discs, and its companion titles revealed the same day aren't even locked for release yet. I know hype builds over time, but when a game passes the four year mark since announcement, I tend to forget about it completely.

Square Enix's teasing ways aren't exclusive to the main HD-platform Final Fantasy games either, as the absurdly-titled Final Fantasy Crystal Chronicles: The Crystal Bearers was let out of the bag a year before its HD cousins, but saw release only months prior. There were multiple rumors of cancellation, rumblings of drastic changes mid-development, and over two-thousand days between announcement and release, but FFCC:TCB did eventually see the light of day.

I remember the first teaser footage and a full trailer released some time later, which featured the protagonist in some pretty exciting situations and plenty of lighthearted flair. As time went on, I forgot about the title completely when it saw release last Christmas, but picked it up on the cheap a few seasons after its launch. Did all those years in the oven leave Crystal Bearers well-done or burnt to a crisp?

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Sorry for the lack of updates

Story

September 30, 2010 by Greg Noe

I'd like the apologize for the lack of updates recently on the First Hour. We've gone from five posts a week to three (and this week just two) due to a number of circumstances happening in my life. Over the summer I began to look for a new job and received an offer about a month ago for a position in a different state (but much, much closer to my family). The last few five weeks have been a wild ride of putting our house on the market, packing, moving, quitting my old job, starting my new job, and everything else that goes into dramatic life changes like I'm going through right now. Complicate things even more with my wife being pregnant with our second child (ultrasound today, it's another boy!) and yeah, it all feels like too much.

The site has definitely suffered from it, I wish I could quit my job and write full time, but that's not going to happen for a long time. Things are starting to settle down a bit, though we still have a house to sell and a baby to deliver in February, so who knows what will happen. I'm really grateful to everyone who's written for the site lately, especially Nate and Steve who continue to pump out extremely high quality content on a weekly basis.

And unless Paul can comment otherwise, I believe our podcast will be going on hiatus for a while too. We'd like to thank our moms for listening to that.

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Trine

Full Review

September 27, 2010 by Steve

Trine CoverTrine is the kind of game you can't help but wish came along more often, as a rare legitimate platformer. Frozenbyte (along with certain notable indie developers) shows us that 2d platforming is in fact not dead and can be pushed as far as you'll willing to take it. Perhaps most impressively, Trine is in elite company as one of the few download-centric titles that could be mistaken as a traditional retail release.

For example, check a screenshot of some random game. You likely see an area with a background, or maybe walls or repeating buildings. Perhaps an enemy or two are in the frame and an interactive objects of note. Now take a look at random screenshot of Trine. You see a struggling forest that has been encroached on by both technology and a plague of death. The foreground partially hides you in sparse blades of grass, a handful of flowers, and a large warped tree root. In the background, multiple metallic gears are encrusted into the hill, which is itself overlooked by a towering mountain. The sunlight beaming from above onto wild mushrooms is nothing but welcoming as your knight just escaped from the cave and is heading to a well-constructed but still wobbly bridge up ahead. While one could say such lush descriptions could be extrapolated out of any image; to me, the difference is clear. Trine tries to feed your imagination and create an organic, living environment. While the experience does not stay fully fresh the entire way, Trine has more than enough creativity and character to deserve a second look, as noted in our earlier first hour playthrough.

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Mega Man X8

First Hour Review

September 24, 2010 by Nate

Mega man x8 CoverThe second video game I ever played was Mega Man 2. Since then, I've finished twenty-eight games with "Mega Man" in the title, most of them multiple times. I was the sixth person in the United States to submit a game completion time to the leaderboards in Mega Man 9, the afternoon it was released. I was fifth in Mega Man 10. I beat Mega Man 9 without taking any damage, earning the "Mr. Perfect" in-game challenge title. I'd even go so far as to say Mega Man 9 was my favorite release in 2008, a year packed with great titles that don't look like they were made twenty years ago and forgotten in a time capsule somewhere.

I enjoy Mega Man, you guys. Like, kind of a lot.

Because I didn't have a PlayStation 2 until a few months ago, I missed out on two titles released exclusively on that system, Mega Man X7 and Mega Man X8. I recently came across the latter in the bargain bin of a local game shop, so I figured I'd give it a shot. The Mega Man X series had started to lose its way by the sixth game (my least favorite game in the series, oh no!) but I had heard good things about X8.

I was understandably excited to start a relatively new Mega Man game for the first time. So how did the first hour go?

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